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1  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 26, 2013, 09:57:22 AM
I was hoping that someone here knew how those particular materials/polygons even worked, but I guess there's always that option.

@Segtendo: Thank you for the compliment.
2  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 26, 2013, 09:46:10 AM
Well, at least I've learned that the triangle eyes function just fine.
It's the visor itself I think, this is what it looks like when it's set to cull_all.



Is there some way of making the eyeEfa, eyeEfb, and eyeEfc materials always
appear above the visor material?
Like some sort of material "layer" order?

The brawl disc files provide no hint or clue whatsoever.
I've tried making everything as identical as possible.
3  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 26, 2013, 04:36:17 AM
anyone? anyone at all?



I'm actually working on my own take on Blood Falcon at the moment (i.e whipping this out from last July).
It's pretty much done, the only problem is that I can't get Falcon's triangle eyes to work.
I don't know what makes them tick the way they do.
They're there in-game, but they don't seem to show over the visor like they're supposed to.
4  Help & Tutorials / Help / Need someone well versed with Materials and File Freezing on: July 30, 2012, 05:05:14 PM
Here I have five files, two of which are Sonic's and three of which are C.Falcon's

FitCaptain01 and FitCaptain02 are all fine except that the "Triangular eyes" don't display as prominently as the untouched files from Brawl, compare both falcons as seen in the picture below and you will see what I mean.



Secondly I have a Green Slot Sonic whose BodyEnv material displays nothing like it should in BB, see above.

Thirdly I have one file from each that freezes when loading a stage from the Stage Select Screen.

And while I'm at it I added two Snake files that have oddly transparent hair materials.

Can anybody help me? The files are below.

http://www.mediafire.com/?sbjyyh0qzkw3431
5  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 13, 2012, 08:57:42 PM
It was a pain to separate him into his base polygons but...



And I've added in textures to act as the mask files
He's going to have FSmash eyes as well

The wielder of Alondite draws nearer!

He's just got a few issues I've yet to work out

- His Fingers need better rigging
- His Cape seems odd in some animations (Comparing to Ganon's Cape rigging)
- The Normals on his Cape are not right at all (And I'm not even a novice at fixing them)
- The Tunic portion of the model is good as it's going to get, just gotta work on the back portion

It's going to be a while before this hits the vault but eh,
6  Help & Tutorials / Model Tutorials / Re: Fixing Differing Face Normals. on: February 07, 2012, 10:45:06 PM
You're right, it worked!
I guess something like that should have raised the red flags to my common sense earlier but eh..
Anyways thanks a bunch Spex, now I know what do next time this happens.
Time to get cracking on that TLink.
7  Help & Tutorials / Model Tutorials / Re: Fixing Differing Face Normals. on: February 07, 2012, 09:47:19 PM
Alright, details then.

1. Everything was already there.
2. I got rid of the old Head and  mouth pieces.
3. Re-imported the defaults via merge.
4. Selected those two objects, then hid unselected.
5. Added the edit normals modifier to both
6. Selected the normals going in the "same direction"
    (The outer ring of the mouth polygon where it's supposed to blend in)
7. Averaged the two polygon's normals.
8  Help & Tutorials / Model Tutorials / Re: Fixing Differing Face Normals. on: February 07, 2012, 09:37:58 PM
Then I'm definitely doing something wrong.
I'm still getting "reflector tape".

1. I re-imported the Head Piece
2. I added Edit Normals Modifiers to both
3. Then I averaged and still, the same thing
9  Help & Tutorials / Model Tutorials / Re: Fixing Differing Face Normals. on: February 07, 2012, 08:43:34 PM
It was like that since I exported it straight from Brawlbox Spex.
Or any TL model for that matter.
So rotating  the Normals is to be taken literally?
10  Help & Tutorials / Model Tutorials / Re: Fixing Differing Face Normals. on: February 07, 2012, 05:04:12 PM
Tried that, makes the section look off from the rest of the model.
I don't think I'm getting this at all.
11  Help & Tutorials / Model Tutorials / Re: Fixing Differing Face Normals. on: February 07, 2012, 04:46:31 PM
Hm.... is there anyway to use the normal's settings from another object?
I can't seem to get this right.

(This is the re-import file)
http://www.mediafire.com/?i119s1t1ei4uwk3

This is the mouth of an untouched TLink model

This is my reimport


And this is the attempted fix

Not a pretty sight
12  Super Smash Bros. Brawl Hacking / Model Imports / Re: AG's Extra Suitcase (KOS-MOS fail released) on: February 05, 2012, 05:05:50 PM
Well, have you thought of Donkey Kong?
Who better than his Arch Nemesis?
The bones look like they would fit (just by eying the model),
His arm length as well as his legs seem reasonable,
but his over-sized gut could be a problem.
Perhaps you may want to reference Wario's rigging
13  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 28, 2012, 03:17:19 PM

TP Zora Armor Helmet (Hat Part too) imported over the incredible vertex by someone I can't remember.
The good news, it's pretty much finished, nothing wrong as far as brawlbox is concerned.
In game the polygons explode all over the place, is there a fix for this?

And on another note, this is just a hatwise rerigging of piks's outset Tlink, with a few additions from
other model's on site. Everything is good to go except that the mouth polygon doesn't blend in with the face.
It's less noticeable in game but frankly it bugs me.

Here are the files for anyone who wants to take a look
Link http://www.mediafire.com/?bv7m50a3n6mga4m
TLink http://www.mediafire.com/?i119s1t1ei4uwk3
14  Help & Tutorials / Help / Re: Can't properly import Autodesk .DAE to Brawlbox on: January 21, 2012, 08:53:34 PM
Latest plug-in? Where could I find it?
And thanks a million! I don't really plan on uploading anything, but if you want to
go right ahead.

(Messing around further with 3ds, I tried copying the rigging straight off a default TLink model, skin modifier and all. Everything seems to be working great, but when exporting as an Autodesk DAE, a whole lotta problems show up in the Warnings and Errors screen, and it doesn't properly import into Brawlbox. Here's the .Max file below)

http://www.mediafire.com/?jyl3nar6dydj54t

What'd I do wrong now?
15  Help & Tutorials / Help / Can't properly import Autodesk .DAE to Brawlbox on: January 21, 2012, 06:12:32 PM
Pik's original Outset Island Toon Link was known to desync, and since I have no idea if there's a simpler way of doing what I did, I rerigged everything from scratch. Now that I was satisfied with the results, I attempted to export. The file crashed on me, said file can be found below.

http://www.mediafire.com/?zok263dq50pj5g8

Can someone point out what I did wrong?
(Right now I'm more focused on the model itself rather than lack of textures)
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